This revisit the render pipeline to support time slicing for better motion
blur.
We support accumulation with or without the Post-process motion blur.
If using the post-process, we reuse last step next motion data to avoid
another scene reevaluation.
This also adds support for hair motion blur which is handled in a similar
way as mesh motion blur.
The total number of samples is distributed evenly accross all timesteps to
avoid sampling weighting issues. For this reason, the sample count is
(internally) rounded up to the next multiple of the step count.
Only FX Motion BLur: {F8632258}
FX Motion Blur + 4 time steps: {F8632260}
FX Motion Blur + 32 time steps: {F8632261}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8079
379 lines
13 KiB
C
379 lines
13 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2017 by Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup draw
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*
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* \brief Contains procedural GPU hair drawing methods.
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*/
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#include "DRW_render.h"
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#include "BLI_string_utils.h"
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#include "BLI_utildefines.h"
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#include "DNA_customdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_particle_types.h"
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#include "BKE_duplilist.h"
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#include "GPU_batch.h"
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#include "GPU_shader.h"
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#include "GPU_vertex_buffer.h"
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#include "draw_hair_private.h"
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#ifndef __APPLE__
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# define USE_TRANSFORM_FEEDBACK
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#endif
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typedef enum ParticleRefineShader {
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PART_REFINE_CATMULL_ROM = 0,
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PART_REFINE_MAX_SHADER,
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} ParticleRefineShader;
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#ifndef USE_TRANSFORM_FEEDBACK
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typedef struct ParticleRefineCall {
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struct ParticleRefineCall *next;
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GPUVertBuf *vbo;
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DRWShadingGroup *shgrp;
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uint vert_len;
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} ParticleRefineCall;
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static ParticleRefineCall *g_tf_calls = NULL;
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static int g_tf_id_offset;
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static int g_tf_target_width;
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static int g_tf_target_height;
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#endif
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static GPUVertBuf *g_dummy_vbo = NULL;
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static GPUTexture *g_dummy_texture = NULL;
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static GPUShader *g_refine_shaders[PART_REFINE_MAX_SHADER] = {NULL};
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static DRWPass *g_tf_pass; /* XXX can be a problem with multiple DRWManager in the future */
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extern char datatoc_common_hair_lib_glsl[];
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extern char datatoc_common_hair_refine_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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static GPUShader *hair_refine_shader_get(ParticleRefineShader sh)
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{
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if (g_refine_shaders[sh]) {
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return g_refine_shaders[sh];
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}
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char *vert_with_lib = BLI_string_joinN(datatoc_common_hair_lib_glsl,
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datatoc_common_hair_refine_vert_glsl);
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#ifdef USE_TRANSFORM_FEEDBACK
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const char *var_names[1] = {"finalColor"};
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g_refine_shaders[sh] = DRW_shader_create_with_transform_feedback(
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vert_with_lib, NULL, "#define HAIR_PHASE_SUBDIV\n", GPU_SHADER_TFB_POINTS, var_names, 1);
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#else
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g_refine_shaders[sh] = DRW_shader_create(vert_with_lib,
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NULL,
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datatoc_gpu_shader_3D_smooth_color_frag_glsl,
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"#define blender_srgb_to_framebuffer_space(a) a\n"
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"#define HAIR_PHASE_SUBDIV\n"
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"#define TF_WORKAROUND\n");
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#endif
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MEM_freeN(vert_with_lib);
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return g_refine_shaders[sh];
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}
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void DRW_hair_init(void)
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{
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#ifdef USE_TRANSFORM_FEEDBACK
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g_tf_pass = DRW_pass_create("Update Hair Pass", 0);
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#else
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g_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_WRITE_COLOR);
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#endif
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if (g_dummy_vbo == NULL) {
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/* initialize vertex format */
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GPUVertFormat format = {0};
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uint dummy_id = GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
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g_dummy_vbo = GPU_vertbuf_create_with_format(&format);
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float vert[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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GPU_vertbuf_data_alloc(g_dummy_vbo, 1);
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GPU_vertbuf_attr_fill(g_dummy_vbo, dummy_id, vert);
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/* Create vbo immediately to bind to texture buffer. */
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GPU_vertbuf_use(g_dummy_vbo);
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g_dummy_texture = GPU_texture_create_from_vertbuf(g_dummy_vbo);
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}
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}
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static ParticleHairCache *drw_hair_particle_cache_get(
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Object *object, ParticleSystem *psys, ModifierData *md, int subdiv, int thickness_res)
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{
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bool update;
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ParticleHairCache *cache;
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if (psys) {
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/* Old particle hair. */
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update = particles_ensure_procedural_data(object, psys, md, &cache, subdiv, thickness_res);
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}
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else {
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/* New hair object. */
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update = hair_ensure_procedural_data(object, &cache, subdiv, thickness_res);
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}
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if (update) {
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int final_points_len = cache->final[subdiv].strands_res * cache->strands_len;
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if (final_points_len > 0) {
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GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
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#ifdef USE_TRANSFORM_FEEDBACK
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DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(
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tf_shader, g_tf_pass, cache->final[subdiv].proc_buf);
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#else
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DRWShadingGroup *tf_shgrp = DRW_shgroup_create(tf_shader, g_tf_pass);
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ParticleRefineCall *pr_call = MEM_mallocN(sizeof(*pr_call), __func__);
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pr_call->next = g_tf_calls;
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pr_call->vbo = cache->final[subdiv].proc_buf;
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pr_call->shgrp = tf_shgrp;
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pr_call->vert_len = final_points_len;
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g_tf_calls = pr_call;
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DRW_shgroup_uniform_int(tf_shgrp, "targetHeight", &g_tf_target_height, 1);
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DRW_shgroup_uniform_int(tf_shgrp, "targetWidth", &g_tf_target_width, 1);
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DRW_shgroup_uniform_int(tf_shgrp, "idOffset", &g_tf_id_offset, 1);
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#endif
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DRW_shgroup_uniform_texture(tf_shgrp, "hairPointBuffer", cache->point_tex);
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DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandBuffer", cache->strand_tex);
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DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandSegBuffer", cache->strand_seg_tex);
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DRW_shgroup_uniform_int(tf_shgrp, "hairStrandsRes", &cache->final[subdiv].strands_res, 1);
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DRW_shgroup_call_procedural_points(tf_shgrp, NULL, final_points_len);
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}
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}
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return cache;
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}
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/* Note: Only valid after DRW_hair_update(). */
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GPUVertBuf *DRW_hair_pos_buffer_get(Object *object, ParticleSystem *psys, ModifierData *md)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Scene *scene = draw_ctx->scene;
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int subdiv = scene->r.hair_subdiv;
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int thickness_res = (scene->r.hair_type == SCE_HAIR_SHAPE_STRAND) ? 1 : 2;
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ParticleHairCache *cache = drw_hair_particle_cache_get(object, psys, md, subdiv, thickness_res);
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return cache->final[subdiv].proc_buf;
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}
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void DRW_hair_duplimat_get(Object *object,
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ParticleSystem *psys,
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ModifierData *UNUSED(md),
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float (*dupli_mat)[4])
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{
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Object *dupli_parent = DRW_object_get_dupli_parent(object);
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DupliObject *dupli_object = DRW_object_get_dupli(object);
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if (psys) {
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if ((dupli_parent != NULL) && (dupli_object != NULL)) {
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if (dupli_object->type & OB_DUPLICOLLECTION) {
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copy_m4_m4(dupli_mat, dupli_parent->obmat);
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}
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else {
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copy_m4_m4(dupli_mat, dupli_object->ob->obmat);
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invert_m4(dupli_mat);
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mul_m4_m4m4(dupli_mat, object->obmat, dupli_mat);
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}
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}
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else {
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unit_m4(dupli_mat);
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}
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}
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else {
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/* New hair object. */
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copy_m4_m4(dupli_mat, object->obmat);
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}
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}
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DRWShadingGroup *DRW_shgroup_hair_create_sub(Object *object,
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ParticleSystem *psys,
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ModifierData *md,
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DRWShadingGroup *shgrp_parent)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Scene *scene = draw_ctx->scene;
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float dupli_mat[4][4];
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int subdiv = scene->r.hair_subdiv;
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int thickness_res = (scene->r.hair_type == SCE_HAIR_SHAPE_STRAND) ? 1 : 2;
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ParticleHairCache *hair_cache = drw_hair_particle_cache_get(
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object, psys, md, subdiv, thickness_res);
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DRWShadingGroup *shgrp = DRW_shgroup_create_sub(shgrp_parent);
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/* TODO optimize this. Only bind the ones GPUMaterial needs. */
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for (int i = 0; i < hair_cache->num_uv_layers; i++) {
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for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->uv_layer_names[i][n][0] != '\0'; n++) {
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DRW_shgroup_uniform_texture(shgrp, hair_cache->uv_layer_names[i][n], hair_cache->uv_tex[i]);
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}
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}
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for (int i = 0; i < hair_cache->num_col_layers; i++) {
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for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->col_layer_names[i][n][0] != '\0'; n++) {
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DRW_shgroup_uniform_texture(
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shgrp, hair_cache->col_layer_names[i][n], hair_cache->col_tex[i]);
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}
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}
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/* Fix issue with certain driver not drawing anything if there is no texture bound to
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* "ac", "au", "u" or "c". */
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if (hair_cache->num_uv_layers == 0) {
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DRW_shgroup_uniform_texture(shgrp, "u", g_dummy_texture);
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DRW_shgroup_uniform_texture(shgrp, "au", g_dummy_texture);
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}
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if (hair_cache->num_col_layers == 0) {
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DRW_shgroup_uniform_texture(shgrp, "c", g_dummy_texture);
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DRW_shgroup_uniform_texture(shgrp, "ac", g_dummy_texture);
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}
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DRW_hair_duplimat_get(object, psys, md, dupli_mat);
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/* Get hair shape parameters. */
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float hair_rad_shape, hair_rad_root, hair_rad_tip;
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bool hair_close_tip;
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if (psys) {
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/* Old particle hair. */
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ParticleSettings *part = psys->part;
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hair_rad_shape = part->shape;
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hair_rad_root = part->rad_root * part->rad_scale * 0.5f;
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hair_rad_tip = part->rad_tip * part->rad_scale * 0.5f;
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hair_close_tip = (part->shape_flag & PART_SHAPE_CLOSE_TIP) != 0;
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}
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else {
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/* TODO: implement for new hair object. */
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hair_rad_shape = 1.0f;
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hair_rad_root = 0.005f;
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hair_rad_tip = 0.0f;
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hair_close_tip = true;
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}
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DRW_shgroup_uniform_texture(shgrp, "hairPointBuffer", hair_cache->final[subdiv].proc_tex);
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DRW_shgroup_uniform_int(shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
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DRW_shgroup_uniform_int_copy(shgrp, "hairThicknessRes", thickness_res);
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DRW_shgroup_uniform_float_copy(shgrp, "hairRadShape", hair_rad_shape);
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DRW_shgroup_uniform_vec4_array_copy(shgrp, "hairDupliMatrix", dupli_mat, 4);
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DRW_shgroup_uniform_float_copy(shgrp, "hairRadRoot", hair_rad_root);
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DRW_shgroup_uniform_float_copy(shgrp, "hairRadTip", hair_rad_tip);
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DRW_shgroup_uniform_bool_copy(shgrp, "hairCloseTip", hair_close_tip);
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/* TODO(fclem): Until we have a better way to cull the hair and render with orco, bypass
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* culling test. */
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GPUBatch *geom = hair_cache->final[subdiv].proc_hairs[thickness_res - 1];
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DRW_shgroup_call_no_cull(shgrp, geom, object);
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return shgrp;
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}
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void DRW_hair_update(void)
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{
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#ifndef USE_TRANSFORM_FEEDBACK
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/**
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* Workaround to transform feedback not working on mac.
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* On some system it crashes (see T58489) and on some other it renders garbage (see T60171).
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*
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* So instead of using transform feedback we render to a texture,
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* read back the result to system memory and re-upload as VBO data.
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* It is really not ideal performance wise, but it is the simplest
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* and the most local workaround that still uses the power of the GPU.
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*/
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if (g_tf_calls == NULL) {
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return;
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}
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/* Search ideal buffer size. */
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uint max_size = 0;
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for (ParticleRefineCall *pr_call = g_tf_calls; pr_call; pr_call = pr_call->next) {
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max_size = max_ii(max_size, pr_call->vert_len);
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}
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/* Create target Texture / Framebuffer */
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/* Don't use max size as it can be really heavy and fail.
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* Do chunks of maximum 2048 * 2048 hair points. */
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int width = 2048;
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int height = min_ii(width, 1 + max_size / width);
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GPUTexture *tex = DRW_texture_pool_query_2d(width, height, GPU_RGBA32F, (void *)DRW_hair_update);
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g_tf_target_height = height;
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g_tf_target_width = width;
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GPUFrameBuffer *fb = NULL;
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GPU_framebuffer_ensure_config(&fb,
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{
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GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(tex),
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});
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float *data = MEM_mallocN(sizeof(float) * 4 * width * height, "tf fallback buffer");
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GPU_framebuffer_bind(fb);
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while (g_tf_calls != NULL) {
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ParticleRefineCall *pr_call = g_tf_calls;
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g_tf_calls = g_tf_calls->next;
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g_tf_id_offset = 0;
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while (pr_call->vert_len > 0) {
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int max_read_px_len = min_ii(width * height, pr_call->vert_len);
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DRW_draw_pass_subset(g_tf_pass, pr_call->shgrp, pr_call->shgrp);
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/* Readback result to main memory. */
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GPU_framebuffer_read_color(fb, 0, 0, width, height, 4, 0, data);
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/* Upload back to VBO. */
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GPU_vertbuf_use(pr_call->vbo);
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glBufferSubData(GL_ARRAY_BUFFER,
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sizeof(float) * 4 * g_tf_id_offset,
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sizeof(float) * 4 * max_read_px_len,
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data);
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g_tf_id_offset += max_read_px_len;
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pr_call->vert_len -= max_read_px_len;
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}
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MEM_freeN(pr_call);
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}
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MEM_freeN(data);
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GPU_framebuffer_free(fb);
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#else
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/* TODO(fclem): replace by compute shader. */
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/* Just render using transform feedback. */
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DRW_draw_pass(g_tf_pass);
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#endif
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}
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void DRW_hair_free(void)
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{
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for (int i = 0; i < PART_REFINE_MAX_SHADER; i++) {
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DRW_SHADER_FREE_SAFE(g_refine_shaders[i]);
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}
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GPU_VERTBUF_DISCARD_SAFE(g_dummy_vbo);
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DRW_TEXTURE_FREE_SAFE(g_dummy_texture);
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}
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